Greetings, in my current suicidal warfighting game (firsttime as Krynn in TA) I find myself overhelmed by alot of enemies (seems they don't like my big influence strategy) and I can't really outproduce them militarily (and because of a UP vote that did share most techs we are pretty equally teched). My usual strategy with Military Starbases isn't supported by the map/setting at all so I'm currently trying something different... some tim
Maiden666
[quote who="marigoldran" reply="23" id="3382175"]For example: the Thalans. Until you get Manufacturing Matrices Lvl 2, your new colonies literally can't build anything. Even after you get them, the lack of farms means econ problems running those Matrices (that's what I've found). Their start is so slow. For the first 80 weeks, the only productive colony is the Hyperion Matrix. I guess one idea is to mass research labs, but I always fall behind with them in
[quote who="Gaunathor" reply="16" id="3381951"] Comparing 4 tiles to 3 tiles may not be even, but adding an economic structure, when the comparison is supposed to be about farming and morale improvements, is quite disingenuous, in my opinion.[/quote] that's because, in a practical game, that Market Center or Stock Market would be there. Once a certain MP/TP and Pop/Moral has been achieved, I will overbuild every empty tile with an economic structure, and this will mean that I
[quote who="marigoldran" reply="15" id="3381859"]July 15, 2013 22:38:12 from GalCiv II Forums Speaking of cheese, someone earlier talked about the creativity cheese. Idea: get the creativity bonus. Set research to 5%. Research Xeno Ethics or something expensive. Cross fingers and wait for creativity to kick in. [/quote] Yeah that's a good reason why to always have some research ongoing another one: set tech on the
so you've come to the realisation that internal communication is the source of that problem but the fix is too costly. so in order to make the AI at least challenging just hand him huge bonuses which the player doesn't have to cover the issues. but that is just a bandaid. and a clever player will still observe weak behaviour or patterns in an AIs play and exploit that, and once you do that to a certain decree you'll never loose the game anymore. anyway, I see no so
this is an old thread but let me explain some basic methods which can circumvent to overspend production. first off messing with the civ wide sliders to accomodate a few planets will not work at all since your other planets will suffer from that. one good solution is to go all-lab and have sliders at 0/0/100 at all times. youre building your colonys up with focus from research and once this is complete or you have to focus more on military prod simply do so. ev
[quote who="Gaunathor" reply="12" id="3379557"] Tiles I don't need to use for Stock Markets, simply because I don't have them as the Yor, are for me "free space". Also, once the planets I'm not going to use for ship-production are fully developed, I build over the Collectives, because they are of no use to me anymore (either with ACSs or Research Centers, depends on the planet). This too counts to me as "free space". [/quote] Yeah I understand that overbuilding s
double post sry
no, your population will not double always because there's a cap (of the *base* growth after which your racial bonuses are added) im not familiar with the number in TOA but if I remember correctly in DA that wqs around 1,250b ppl. *** right now I'm playing quite some smaller games in TOA with races I've never tried before, 2 on crippling as Drengin and Thalan (found out halfway of the game I couldn't research farms with them but still I could achieve tr
you can always set tech rate to very fast or fast, guess most time in this game is consumed by colonizing, building up or conquering planets, esp. in an abundant/huge+++ setting [e digicons]x_x[/e]
what's the point of having free tiles availabe when your research output from the initial colony is already over 1k?
[quote who="Gaunathor" reply="8" id="3379831"]If I declare war, there'll never be peace.[/quote] one offtopic question do you know what precisely triggers this diplomatic penalty "- your tendency to conquer other" ? is it when you completely annihilate an enemy or if you generally conquer worlds with troop transports?
the way such a game is started always on suicidal + fastest techrate, takes like ~~~30-40 turns to pull off (declare war + offer peace for all planets). by that time most if not all AI planets will show red numbers (or at least, not very high income so he will give them away) I remember one game in DL where I had to relocate the last resort planet of the AI several times (by declaring war, offering peace + adding the new planet) but when I wanted to end that game this way he refused.
this is something that is routinely done when playing for score. qrtxian there are some conditions that are weakening the swindle tactic, most of them you'll see in the diplomatic screen. such as "they don't trust as" if you've attacked them previously after having had a peace and so on. quicksaving and reloading might also help
[quote who="Gaunathor" reply="9" id="3379347"]Two IFs and one VRC provide 12mt/wk, +40% morale, and have maintenance of 9bc. Three ACS provide 9mt/wk, +60% morale, and have a maintenance of 6bc. The food production may be lower for the Yor, but so is the maintenance cost. The morale bonus is also higher, meaning that the Yor can run a higher tax rate. However, I always try to get to a population of 20b on all my worlds, so four ACSs are necessary. This means, 12mt/wk, +80% morale, and a maint
[quote quoting="post"] Get extreme colonization! If that was your answer, then I guess you're weird like me. But no, I'm serious. I don't know how that would do on the highest difficulty setting but on crippling or below it works just fine. I guess it has something to do with the way I play, which is to use super-breeder and torian technology (central mines for the win), politics of federalism with +30% econ boost, +50% military production
^ actually that would be an interesting thing to do in ToA with all races, and then seeing how well the different techtrees + ai personalities play out
if you want an increased economical return then 2 markets by far. 12b is already enough. however, consider that money isn't everything to the game. population itself can be very usefull thats why I always aim for 15b and 18b.
well, what's the point on spaming stalks when your planet will most likely never veer cross the 20b mark even if you have ALL galactic resources under your control? around that mark approval becomes incredible difficult to sustain. a usual techtree has now 2 or 3 options. you either built labs or facs or markets. the first two only when your economy can sustain it, and if this is not the case (or you're more about directly buying stuff) thrn markets and this method is not avai
Even being superbreeder I'll still build recruitment centers or fertility clinics... This allows me to grow pop even faster as well as maxing out planets population. Further, it will delay the early bancrupty. In order to prevent this you should leave your planets empty with the exception of a starport, and maybe make usage of bonus tiles etc pp, taking research/production simply from the colony building. (I'm talking about the stage of colonization) Now these aforemen
This is true but in a game not played for score you generally want techrate on normal or even less and this will seriously hamper your ability to swindle the AIs because, they will have established a military long before you can do that (you will also go broke before having the SCC, psionic beams etc) Further, the game is still full of bugs and if you use them all to your advantage there's no way you will ever loose a game on any imaginable setting. I speak of that because the swi
[quote who="DivineWrath" reply="3" id="3378081"]Wall of text.[/quote] This is good data but most of it does only show that "on paper" or "in theory" huge hulls are better. All these different hulls as well as going defense or offense do have some ups and downs and it's up to the player to investigate his current situation, and built accordingly. You also only want to choose what is absolutely best for your current situation, and in the case of small/tiny ships, you don'
[quote who="DivineWrath" reply="2" id="3378174"]Technically, the Yor get something better than government techs. The government techs at maximum level provide a +30 bonus to economy, and you have to have an election every so often (which can give you penalties if you fail). However, the Yor get those bonuses (and the bonuses from market techs) to their efficiency techs so not only are they not missing out, they don't need to worry about elections either... Now if only they could get stock
it depends on the situation huge ships take long to build + high maint and you don't wanna loose them too often. so vs weak enemies where they'll be upgraded constantly some can become overtly strong. if you play with alot of luck and tend to upgrade your ships defenses to match your opponents offensives than this is also more viable with huge ships. speed is another factor although you may want to use your huge ships very offensively to clear out enemy systems so you